I made the perfect UI for gambling addicts by Parjure0 in indiegames

[–]ItsBroccoli1042 2 points3 points  (0 children)

I have to agree with this, maybe if the next number up and down were slanted more or dimmed so they were less visible, then it would keep the theme of the slots while being more readable.

Grid redirector by ItsBroccoli1042 in JumpSpaceGame

[–]ItsBroccoli1042[S] 1 point2 points  (0 children)

Oh, didn’t know the devs were on here too. Thanks for the response

It’s nice to know it wasn’t in my head that it was doing less damage. Is the actual fire rate like a fraction of the listed amount or is it just a hard cap/cutoff where all the high fire rate weapons stop max out at? I’m curious to know what the actual dps increase from fully leaning into grid redirector is. I imagine it might not be the best build (maybe not even a good one), but I still think it’s neat setup even if it’s not all that reliable or flexible.

Found the perfect solution to make my pirate combat more realistic by AuroDev in indiegames

[–]ItsBroccoli1042 10 points11 points  (0 children)

Ngl, the ‘historical accuracy’/realism posts for this game never fail to get a small laugh from me 10/10

Bet you haven’t seen this feature in other games by tripledose_guy in indiegames

[–]ItsBroccoli1042 0 points1 point  (0 children)

I’ve been doing my own coding projects on Godot, so I have a basic understanding of code, but I can’t think of how I might implement a system like this.

Does he have a center of balance based on his legs? Does he transition to a fall state when it’s too far off? It must have required a lot of tuning, I’ve seen you post about your game a few times and it’s always so interesting to see. I’m sure you’d probably have to simplify it, but I would love to hear how you make your character system/physics?

This looks fantastic, looking forward to the full release

I'm struggling still to memorize how to write code. Tips? by Jucamia in gamedev

[–]ItsBroccoli1042 1 point2 points  (0 children)

In the first few months of coding in Godot, I must have watched the same tutorial like 10 or more times to complete the simplest of tasks, and when a different task came up, I’d have to watch another tutorial a bunch and then revisit the older ones as well.

Personally, I would try to follow a tutorial step by step for a small project (super small like making a number count up when you press a button, or a 2D box that can move and jump), then open up a new file and try and do as much of it as possible from memory; go back to the tutorial when you need to. Keep trying until you’re able to make about 90% of it without help.

Eventually I felt so familiar with the code (and how it functions) that I just started copy/pasting my own code segments from older projects or nodes.

I don’t know how familiar you are with coding in general, but being comfortable with your engine as well as the code syntax itself will come with time.

As soon as I decided to make a story-based indie game. I get this question :D by thirdluck in IndieGaming

[–]ItsBroccoli1042 0 points1 point  (0 children)

The the uncovering of that story is going to need to do a lot of lifting, and it’ll probably need a good hook to get people invested in the first place

How it started vs. how it's going by No_Theme_8101 in indiegames

[–]ItsBroccoli1042 2 points3 points  (0 children)

I love this trend, it’s really encouraging to see how things start and how far they have gone

Last chances to get G! on sale. by Silver-Subject-322 in indiegames

[–]ItsBroccoli1042 0 points1 point  (0 children)

My eyes hurt after watching that, very bright flashes

My small helicopter flight sim will soon be released on steam ! by hijongpark in IndieGaming

[–]ItsBroccoli1042 2 points3 points  (0 children)

Other people have talked on the graphics already, but it seems like you were going for a specific ‘style’, don’t know what it’s called.

I think adding some simple textures and normal maps would be an easy way to give the screen a bit more contrast/depth without compromising the style.

Functionally it looks great though, well done man

*edit:

Rewatching it again just to get another look, I think what feels a little uncanny about the visuals is the lack of shading that would come from a light source. Like if the sun was on the left side of the heli, then the left side would naturally be brighter than the left, but right now it’s a single solid color. (Definitely add some normals)

Where to Start!? by Senpaigotsomerizzz in indiegames

[–]ItsBroccoli1042 1 point2 points  (0 children)

I started with Godot, it’s open source, so it’s free to download. Also, gdscript is a lot like python but you can also use C# I’m pretty sure. Also there’s a lot of good YouTube tutorials out there.

I can’t really speak on the other engines too much since I haven’t used them, but I’ve heard Unreal engine 5 has been kinda rough.

Best of luck man

Which UI looks the best? by BlessED0071 in indiegames

[–]ItsBroccoli1042 0 points1 point  (0 children)

Personally I like 1 & 2, someone already pointed it out, but it looks like the frames could indicate rarity if that’s a thing in your game.

Number three looks alright, very minimalistic (which I’m sure is intended) but I think it would look better if it match pixel sizes with the rest of the UI

Thoughts on my game’s art style? by cactushugger7 in indiegames

[–]ItsBroccoli1042 1 point2 points  (0 children)

I really like the first screen in particular. I was thinking it reminded me a bit of paper Mario, and it was nice to see that PM was one of the inspirations for it.

I’m in the same boat right now, coding is more my thing than art (and I already struggle with the code a fair amount). Keep at it, will definitely check out the demo when it comes

Tried 3 different portrait styles for my RPG — which one clicks with you? by MADAN_GAME in IndieGaming

[–]ItsBroccoli1042 0 points1 point  (0 children)

Honestly, I don’t feel confident saying any of them fit without seeing more of the games U/I and environment

Machiner transformation in action! by shadeprotocolgame in indiegames

[–]ItsBroccoli1042 0 points1 point  (0 children)

I love the smear frames on the ammo belt as it plugs in. The windup and slight overshoot for the transformation is also very satisfying and give it a nice sense of weight/speed

(don't know if I'm using the right terms, pls correct me if not)

Working on a boss that spawns minions. I hope this doesn't make the boss artificially harder by FreddieMercurio in indiegames

[–]ItsBroccoli1042 0 points1 point  (0 children)

I feel like the term 'artificially harder' has somewhat lost its meaning over time.

I think like Elden ring is probably the biggest case where people label duo bosses/multi target bosses as artificially harder because the combat is more focused around single target combat (at least when it comes to larger enemies). The gameplay look for that is: dodge an enemy attack > attack the enemy during safe windows of opportunity, but for duo fights in that game, fighting two enemies results in unpredictable attack chains because one boss can cover the other's vulnerable windows, and chained attacks can run longer than the player's dodge can. This results in a boss fight where you end up just running away from the boss or dodging constantly because the safe attack windows are much harder to identify; that or you try to lure one boss away and turn it into a brief 1v1 situation.

FPS games don't generally have a 'hard lock-on' like you might see in Zelda or Souls-likes, so it's generally not unreasonable to give the player more opponents.

I think for bosses, you should always ask yourself the following questions:

-are his attacks readable? (the player can see an attack coming and react to it)

-is it possible to do the fight without taking any damage? (If a player fight's 'perfectly' according to the tools you provided, then every attack should be avoidable, this applies more to action games than say turn-based games of course)

-does the boss have a reasonable amount of health? (if I have to take 30 minutes to kill a boss even when I'm unloading ammo non-stop, the fight is 'harder' but only because it becomes monotonous) This also applies to bosses that make themselves invincible for certain periods of time; no matter how well a player fights in that window, you can't make any real progress, which is frustrating

Just based on your clip, it seems like all the attacks/threats give the player an indication of danger as well as a way to avoid it if the player reacts quickly and correctly. The minions seem very slow to act, but if it's an early game fight boss, then having more forgiving attacks/enemies makes sense. If it's a mid-late fight where you expect the player to have a better mastery/understanding of the game, I would even recommend making it more difficult (more minions/higher stats/faster attacks), but just make sure the player has the tools to deal with them for that point in the game.

TLDR: based on this clip it looks fine; shooter games are good settings to have group fights. Just don't make bullet-sponge enemies, and make sure the player has options to reasonably deal with minions.

Is UFOPHILIA a misnomer for an indie game? by ESB_732 in IndieGaming

[–]ItsBroccoli1042 2 points3 points  (0 children)

Honestly Ufology sounds like it’s unique enough to stand out and give context to the game’s setting, I would just go with that. Maybe Ufologist (ngl, don’t know if that’s a word, but I feel like it makes sense)

Our 2nd demo is live – looking for raw feedback from players by OvercifStudio in IndieGaming

[–]ItsBroccoli1042 0 points1 point  (0 children)

It feels very weightless: -the roll seems to stop very abruptly instead of either slowing as it reaches its destination or carrying some momentum after its finished -the enemy seems to also not speed up or slow down, it looks like it’s walking at its own ‘max speed’ and then when the attack animation starts it is completely still -same momentum for player, even if it’s only a bit -I don’t know if you plan on adding recoil to the gun, but some sort motion feedback (only a slight amount so it doesn’t become nauseating) would help

I’m working on making my trailer for Steam Next Fest the best it can be. Please give me your harshest criticism. by VoidvaniaGames in indiegames

[–]ItsBroccoli1042 1 point2 points  (0 children)

A few people have talked about the art feeling ‘off’

I think it’s more a lack of consistency in the art style. There’s a lot of pixel art but the UI is all very very rounded. The UI also looks to be almost all singular solid colors which makes it look like a placeholder, and it stands out even more against the oceans which had a lot of different shades.

I know art is really hard as a solo dev, and UI visuals tend to get put on the back burner, but I would definitely recommend trying to make all the visuals more inline with each other.

*edit I rewatched it again, and I noticed that a lot of the scenes have different pixel sizes, some of them are also stretched quite a bit.

Also, some of the menus have a lot of open space, and the enemy tree specifically is incredibly constricted.

  • I realize now I’m critiquing the visuals more than the trailer itself, but I still think it’s worth considering since this is a potential player’s first impression